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Virtual Reality Applications for the Implementation of Domestic Respiratory Rehabilitation Programs for Patients With Long COVID and Post-COVID Condition: Scoping Review. 针对长期 COVID 和后 COVID 患者实施国内呼吸康复计划的虚拟现实应用:范围审查。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-05-31 DOI: 10.2196/52309
Katharina Dalko, Hlynur Andri Elsuson, Ivonne Kalter, Max Zilezinski, Sebastian Hofstetter, Dietrich Stoevesandt, Denny Paulicke, Patrick Jahn
<p><strong>Background: </strong>Due to a high number of patients affected by long COVID or post-COVID condition, an essential step to address the long-term effects of COVID-19 lies in the development and implementation of flexible and accessible rehabilitation programs. Virtual reality (VR) technologies offer the potential to support traditional therapies with individualized at-home programs.</p><p><strong>Objective: </strong>This study aims to provide an overview of existing scientific evidence on the development and implementation of VR-assisted respiratory rehabilitation programs for patients with long COVID and post-COVID condition and to synthesize the results.</p><p><strong>Methods: </strong>We conducted a scoping review of studies from 6 databases. PubMed, CINAHL, Cochrane, ScienceDirect, Web of Science Social Sciences Citation Index, and PEDro were searched using an exploratory search strategy. The search, which was last updated in February 2024, included peer-reviewed studies on immersive VR applications providing respiratory rehabilitation programs for patients with chronic obstructive pulmonary disease and long COVID or post-COVID condition. Exclusion criteria were studies in clinical or inpatient settings, telemedicine, nonimmersive VR applications, and gray literature. Nine publications were included in this review. Findings were extracted and summarized from the studies according to the JBI (Joanna Briggs Institute) method and thematically categorized. Topics covered were study characteristics, physiotherapeutic concept, clinical parameters, as well as usability and acceptability.</p><p><strong>Results: </strong>The 9 publications included in the qualitative analysis were published in 2019-2023. Eight empirical studies were included: 4 followed a mixed methods design, 3 were qualitative studies, and 1 followed a quantitative method. One scoping review was included in the data analyses. Four of the included studies were on patients with chronic obstructive pulmonary disease. The 9 studies demonstrated that VR-supported respiratory rehabilitation programs result in positive initial outcomes in terms of physical as well as psychological parameters. Particularly noteworthy was the increased motivation and compliance of patients. However, adverse effects and lack of usability are the barriers to the implementation of this innovative approach.</p><p><strong>Conclusions: </strong>Overall, VR is a promising technology for the implementation of individualized and flexible respiratory rehabilitation programs for patients with long COVID and post-COVID condition. Nevertheless, corresponding approaches are still under development and need to be more closely adapted to the needs of users. Further, the evidence was limited to pilot studies or a small number of patients, and no randomized controlled trials or long-term studies were part of the study selection. The included studies were performed by 4 groups of researchers: 3 from Europe and 1 from
背景:由于受长期COVID或COVID后病情影响的患者人数众多,解决COVID-19长期影响的关键步骤在于制定和实施灵活、方便的康复计划。虚拟现实(VR)技术为支持传统疗法和个性化居家计划提供了可能:本研究旨在概述针对长期 COVID 和后 COVID 患者开发和实施 VR 辅助呼吸康复计划的现有科学证据,并对结果进行综合分析:我们对 6 个数据库中的研究进行了范围审查。我们采用探索性检索策略对 PubMed、CINAHL、Cochrane、ScienceDirect、Web of Science Social Sciences Citation Index 和 PEDro 进行了检索。该检索的最后一次更新是在 2024 年 2 月,包括同行评议过的关于为慢性阻塞性肺病和长 COVID 或后 COVID 患者提供呼吸康复计划的沉浸式 VR 应用程序的研究。排除标准包括临床或住院环境中的研究、远程医疗、非沉浸式 VR 应用以及灰色文献。本综述共收录了 9 篇出版物。根据乔安娜-布里格斯研究所(JBI)的方法对研究结果进行了提取和总结,并按主题进行了分类。研究主题包括研究特点、物理治疗概念、临床参数以及可用性和可接受性:纳入定性分析的 9 篇论文发表于 2019-2023 年。其中包括 8 项实证研究:其中 4 项采用混合方法设计,3 项为定性研究,1 项采用定量方法。数据分析还包括一篇范围综述。其中 4 项研究的对象是慢性阻塞性肺病患者。这 9 项研究表明,VR 支持的呼吸康复计划在生理和心理参数方面都取得了积极的初步成果。尤其值得注意的是,患者的积极性和依从性得到了提高。然而,不良影响和缺乏可用性是实施这一创新方法的障碍:总之,VR 是一种很有前途的技术,可用于为长期 COVID 和 COVID 后患者实施个性化和灵活的呼吸康复计划。尽管如此,相应的方法仍在开发中,需要更紧密地适应用户的需求。此外,这些证据仅限于试验性研究或少数患者,没有随机对照试验或长期研究作为研究选择的一部分。纳入的研究由 4 组研究人员进行:其中 3 组来自欧洲,1 组来自美国。
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引用次数: 0
Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework. 加强严肃游戏设计:专家评审、以利益相关者为中心的框架。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-05-31 DOI: 10.2196/48099
Lance Bunt, Japie Greeff, Estelle Taylor
<p><strong>Background: </strong>Traditional serious game design methods often overlook stakeholder needs. This study integrates stakeholder theory and enterprise architecture (EA), along with the Architecture Development Method, to propose a novel framework for serious game design. Crafted to aid practitioners, researchers, and specialists in leveraging resources more effectively, the framework is validated through a design science research methodology. Expert reviews have further refined its features, making it a robust tool for enhancing serious game design and implementation.</p><p><strong>Objective: </strong>This paper introduces a framework for designing serious games, covering stakeholder analysis, requirements gathering, and design implementation planning. It highlights the importance of expert review in validating and refining the framework, ensuring its effectiveness and reliability for use in serious game design. Through critical assessment by experts, the framework is optimized for practical application by practitioners, researchers, and specialists in the field, ensuring its utility in enhancing serious game development. The next step will be to validate the framework empirically by applying it to a serious game development project.</p><p><strong>Methods: </strong>We developed and validated a conceptual framework for serious game design by synthesizing stakeholder theory and EA through literature review, concept mapping, and theory development by way of a design science research approach. The framework is iteratively refined and validated via expert review, drawing on insights from professionals experienced in serious games, stakeholder theory, and EA. This method ensures the framework's practical relevance and effectiveness in addressing real-world design challenges.</p><p><strong>Results: </strong>An expert review by 29 serious game practitioners validated the framework's success in stakeholder management, confirming its stakeholder-centered effectiveness. Although the experts praised its structured approach, they suggested clearer guidance for game design elements. In addition, the experts, while acknowledging the framework's complexity, saw its depth as valuable for efficient management. The consensus calls for a refined balance between detailed functionality and user-friendly design, with the framework's impact on stakeholder capabilities revealing a spectrum of professional needs.</p><p><strong>Conclusions: </strong>This paper presents a framework for creating effective and organizationally aligned serious games. Evaluated across execution, practical, and EA levels, it is logical but varies in ease of understanding, with experts calling for more accessibility at the EA level. It enhances stakeholder efficiency and management but is criticized for rigidity and a need for flexibility. Recommendations include streamlining the framework, enhancing clarity, reducing administrative tasks, and incorporating clear guidelines on technolo
背景:传统的严肃游戏设计方法往往忽视利益相关者的需求。本研究将利益相关者理论和企业架构(EA)与架构开发方法相结合,提出了一个新颖的严肃游戏设计框架。为了帮助从业人员、研究人员和专家更有效地利用资源,该框架通过设计科学研究方法进行了验证。专家评审进一步完善了该框架的功能,使其成为加强严肃游戏设计和实施的强大工具:本文介绍了严肃游戏的设计框架,包括利益相关者分析、需求收集和设计实施规划。它强调了专家评审在验证和完善该框架方面的重要性,以确保其在严肃游戏设计中使用的有效性和可靠性。通过专家的严格评估,该框架得到了优化,适合该领域的从业人员、研究人员和专家的实际应用,确保其在加强严肃游戏开发方面的实用性。下一步将在严肃游戏开发项目中应用该框架,对其进行经验验证:方法:我们通过文献综述、概念图绘制和设计科学研究方法的理论发展,综合利益相关者理论和 EA,开发并验证了严肃游戏设计的概念框架。该框架通过专家评审,吸取在严肃游戏、利益相关者理论和 EA 方面经验丰富的专业人士的见解,反复进行完善和验证。这种方法确保了该框架在应对现实世界设计挑战时的实用性和有效性:结果:29 位严肃游戏从业者的专家评审验证了该框架在利益相关者管理方面的成功,确认了它以利益相关者为中心的有效性。尽管专家们对该框架的结构化方法表示赞赏,但他们建议对游戏设计元素提供更明确的指导。此外,专家们在承认该框架复杂性的同时,也认为其深度对于高效管理很有价值。共识要求在详细的功能和用户友好的设计之间取得精炼的平衡,框架对利益相关者能力的影响揭示了一系列专业需求:本文提出了一个创建有效且与组织相匹配的严肃游戏的框架。通过对执行、实践和 EA 层面的评估,该框架符合逻辑,但在易懂性方面存在差异,专家们呼吁在 EA 层面提高易懂性。它提高了利益相关者的效率和管理,但也被批评为僵化和需要灵活性。建议包括简化框架、提高清晰度、减少行政任务,以及纳入有关技术使用、激励要素和操作工具的明确指南。这样做的目的是帮助利益相关者设计出更有针对性和适应性更强的游戏。下一次迭代将在项目应用和团队反馈之后进行。
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引用次数: 0
The Effect of a Novel Video Game on Young Soccer Players' Sports Performance and Attention: Randomized Controlled Trial. 新颖电子游戏对青少年足球运动员运动表现和注意力的影响:随机对照试验
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-05-27 DOI: 10.2196/52275
Adrian Feria-Madueño, Germán Monterrubio-Fernández, Jesus Mateo Cortes, Angel Carnero-Diaz

Background: Currently, the fusion of technology and sports is inevitable. The integration of various systems and devices has brought about significant transformations in established sports practices, impacting not only the rules but also physiological, biomechanical, and even psychological aspects.

Objective: The purpose of this study was to analyze the effect of an attention intervention through a video game on young soccer players.

Methods: Twelve young male soccer players (age: mean 8.5, SD 1 years) were divided into 2 groups: a control group (CG; n=10) and an experimental group (EG; n=10). During the 6-week training program, the EG received attention training through a video game twice a week for 15 minutes per session. Pre- and postintervention measurements included a specific decision-making soccer test and interviews with coaching staff. Additionally, success in the video game, muscular activity, and sweat levels were monitored.

Results: The EG demonstrated a significant improvement in video game success following the intervention program, as indicated by the achieved level (P<.001). However, no significant differences were found between groups regarding electromyographic (EMG) activity (P=.21) and sweating (P=.20). Prior to implementing the attention training program, both groups exhibited similar data for variables related to decision-making and execution mechanisms (≤10%). Only 2 decision-making variables exceeded 10% but remained below 15% (Shot_D=13.35%; Marking_with_Ball_D=-12.64%). Furthermore, changes in attacking action variables were more pronounced in execution-related variables, except for dribbling and fixing. Conversely, in defensive action variables, changes were greater in decision-related variables, except for marking with the ball and marking without the ball.

Conclusions: Our findings reveal that incorporating a specific attentional video game into a soccer training program enhances decision-making compared to a program without the video game. Therefore, it is advisable for practitioners to consider using this tool due to its high efficiency in terms of economic and temporal costs, particularly in improving a key psychological variable.

背景介绍当前,科技与体育的融合已不可避免。各种系统和设备的整合给既定的体育实践带来了重大变革,不仅影响到规则,还影响到生理、生物力学甚至心理方面:本研究旨在分析通过视频游戏对青少年足球运动员进行注意力干预的效果:12 名年轻男性足球运动员(平均年龄 8.5 岁,标准差 1 岁)被分为两组:对照组(CG;人数=10)和实验组(EG;人数=10)。在为期 6 周的训练计划中,实验组每周两次通过视频游戏接受注意力训练,每次 15 分钟。干预前后的测量包括一项特定的足球决策测试和对教练员的访谈。此外,还对视频游戏的成功率、肌肉活动和出汗水平进行了监测:结果:干预计划后,电子游戏的成功率有了明显提高,具体表现为达到的水平(PC):我们的研究结果表明,与没有视频游戏的项目相比,在足球训练项目中加入特定的注意力视频游戏能提高决策能力。因此,由于该工具在经济和时间成本方面的高效性,尤其是在改善关键心理变量方面的高效性,建议从业人员考虑使用该工具。
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引用次数: 0
Adoption of Augmented Reality in Educational Programs for Nurses in Intensive Care Units of Tertiary Academic Hospitals: Mixed Methods Study. 在三级学术医院重症监护室护士教育课程中采用增强现实技术:混合方法研究。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-05-23 DOI: 10.2196/54188
Suyoung Yoo, Sejin Heo, Soojin Song, Aeyoung Park, Hyunchung Cho, Yuna Kim, Won Chul Cha, Kyeongsug Kim, Meong Hi Son

Background: In the wake of challenges brought by the COVID-19 pandemic to conventional medical education, the demand for innovative teaching methods has surged. Nurse training, with its focus on hands-on practice and self-directed learning, encountered significant hurdles with conventional approaches. Augmented reality (AR) offers a potential solution to addressing this issue.

Objective: The aim of this study was to develop, introduce, and evaluate an AR-based educational program designed for nurses, focusing on its potential to facilitate hands-on practice and self-directed learning.

Methods: An AR-based educational program for nursing was developed anchored by the Kern six-step framework. First, we identified challenges in conventional teaching methods through interviews and literature reviews. Interviews highlighted the need for hands-on practice and on-site self-directed learning with feedback from a remote site. The training goals of the platform were established by expert trainers and researchers, focusing on the utilization of a ventilator and extracorporeal membrane oxygenation system. Intensive care nurses were enrolled to evaluate AR education. We then assessed usability and acceptability of the AR training using the System Usability Scale and Technology Acceptance Model with intensive care nurses who agreed to test the new platform. Additionally, selected participants provided deeper insights through semistructured interviews.

Results: This study highlights feasibility and key considerations for implementing an AR-based educational program for intensive care unit nurses, focusing on training objectives of the platform. Implemented over 2 months using Microsoft Dynamics 365 Guides and HoloLens 2, 28 participants were trained. Feedback gathered through interviews with the trainers and trainees indicated a positive reception. In particular, the trainees mentioned finding AR particularly useful for hands-on learning, appreciating its realism and the ability for repetitive practice. However, some challenges such as difficulty in adapting to the new technology were expressed. Overall, AR exhibits potential as a supplementary tool in nurse education.

Conclusions: To our knowledge, this is the first study to substitute conventional methods with AR in this specific area of critical care nursing. These results indicate the multiple principal factors to take into consideration when adopting AR education in hospitals. AR is effective in promoting self-directed learning and hands-on practice, with participants displaying active engagement and enhanced skill acquisition.

Trial registration: ClinicalTrials.gov NCT05629663; https://clinicaltrials.gov/study/NCT05629663.

背景:在 COVID-19 大流行给传统医学教育带来挑战之后,对创新教学方法的需求激增。护士培训注重动手实践和自主学习,但传统方法在这方面遇到了巨大障碍。增强现实(AR)为解决这一问题提供了潜在的解决方案:本研究旨在开发、介绍和评估一项专为护士设计的基于 AR 的教育计划,重点关注其促进动手实践和自主学习的潜力:方法:根据 Kern 六步框架,开发了基于 AR 的护理教育课程。首先,我们通过访谈和文献综述确定了传统教学方法所面临的挑战。访谈强调了实践操作和现场自主学习以及远程反馈的必要性。专家培训师和研究人员确定了该平台的培训目标,重点是呼吸机和体外膜氧合系统的使用。重症监护护士参与了 AR 教育的评估。然后,我们使用系统可用性量表和技术接受模型,对同意测试新平台的重症监护护士进行了 AR 培训的可用性和可接受性评估。此外,选定的参与者还通过半结构式访谈提供了更深入的见解:本研究强调了为重症监护室护士实施基于 AR 的教育计划的可行性和主要考虑因素,重点关注该平台的培训目标。该项目使用 Microsoft Dynamics 365 Guides 和 HoloLens 2 实施,历时 2 个月,共培训了 28 名参与者。通过对培训师和受训人员的访谈收集到的反馈表明,培训效果良好。受训人员特别提到,他们发现 AR 对实践学习特别有用,并对其逼真性和重复练习的能力表示赞赏。不过,也有学员提出了一些挑战,如难以适应新技术。总之,AR 作为护士教育的辅助工具具有潜力:据我们所知,这是第一项在重症护理这一特定领域用 AR 替代传统方法的研究。这些结果表明,医院在采用 AR 教育时应考虑多种主要因素。AR能有效促进自主学习和动手实践,参与者表现出了积极参与的态度,并提高了技能掌握程度:试验注册:ClinicalTrials.gov NCT05629663;https://clinicaltrials.gov/study/NCT05629663。
{"title":"Adoption of Augmented Reality in Educational Programs for Nurses in Intensive Care Units of Tertiary Academic Hospitals: Mixed Methods Study.","authors":"Suyoung Yoo, Sejin Heo, Soojin Song, Aeyoung Park, Hyunchung Cho, Yuna Kim, Won Chul Cha, Kyeongsug Kim, Meong Hi Son","doi":"10.2196/54188","DOIUrl":"10.2196/54188","url":null,"abstract":"<p><strong>Background: </strong>In the wake of challenges brought by the COVID-19 pandemic to conventional medical education, the demand for innovative teaching methods has surged. Nurse training, with its focus on hands-on practice and self-directed learning, encountered significant hurdles with conventional approaches. Augmented reality (AR) offers a potential solution to addressing this issue.</p><p><strong>Objective: </strong>The aim of this study was to develop, introduce, and evaluate an AR-based educational program designed for nurses, focusing on its potential to facilitate hands-on practice and self-directed learning.</p><p><strong>Methods: </strong>An AR-based educational program for nursing was developed anchored by the Kern six-step framework. First, we identified challenges in conventional teaching methods through interviews and literature reviews. Interviews highlighted the need for hands-on practice and on-site self-directed learning with feedback from a remote site. The training goals of the platform were established by expert trainers and researchers, focusing on the utilization of a ventilator and extracorporeal membrane oxygenation system. Intensive care nurses were enrolled to evaluate AR education. We then assessed usability and acceptability of the AR training using the System Usability Scale and Technology Acceptance Model with intensive care nurses who agreed to test the new platform. Additionally, selected participants provided deeper insights through semistructured interviews.</p><p><strong>Results: </strong>This study highlights feasibility and key considerations for implementing an AR-based educational program for intensive care unit nurses, focusing on training objectives of the platform. Implemented over 2 months using Microsoft Dynamics 365 Guides and HoloLens 2, 28 participants were trained. Feedback gathered through interviews with the trainers and trainees indicated a positive reception. In particular, the trainees mentioned finding AR particularly useful for hands-on learning, appreciating its realism and the ability for repetitive practice. However, some challenges such as difficulty in adapting to the new technology were expressed. Overall, AR exhibits potential as a supplementary tool in nurse education.</p><p><strong>Conclusions: </strong>To our knowledge, this is the first study to substitute conventional methods with AR in this specific area of critical care nursing. These results indicate the multiple principal factors to take into consideration when adopting AR education in hospitals. AR is effective in promoting self-directed learning and hands-on practice, with participants displaying active engagement and enhanced skill acquisition.</p><p><strong>Trial registration: </strong>ClinicalTrials.gov NCT05629663; https://clinicaltrials.gov/study/NCT05629663.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e54188"},"PeriodicalIF":4.0,"publicationDate":"2024-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11157172/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141081453","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study. 青少年心理健康严肃游戏对认知脆弱性的影响:可用性试点研究
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-05-09 DOI: 10.2196/47513
Eva De Jaegere, Kees van Heeringen, Peter Emmery, Gijs Mommerency, Gwendolyn Portzky

Background: Adolescent mental health is of utmost importance. E-mental health interventions, and serious games in particular, are appealing to adolescents and can have beneficial effects on their mental health. A serious game aimed at improving cognitive vulnerability (ie, beliefs or attitudes), which can predispose an individual to mental health problems, can contribute to the prevention of these problems in adolescents.

Objective: This study aimed to assess the feasibility of the prototype of a serious game called "Silver."

Methods: The prototype of the serious game was developed using a user-centered participatory design. The prototype of Silver focused on 1 aspect of a serious game for improving cognitive vulnerability in adolescents, that is, the recognition and identification of cognitive distortions. Through the game, players were required to identify and classify the character's thoughts as helpful or unhelpful. Upon successful advancement to the next level, the task becomes more challenging, as players must also identify specific types of cognitive distortions. A pre- and posttest uncontrolled design was used to evaluate the game, with a 1-week intervention phase in which participants were asked to play the game. Participants aged 12-16 years were recruited in schools. The outcomes of interest were the recognition of cognitive distortions and presence of participants' cognitive distortions. The game was also evaluated on its effects, content, and usefulness.

Results: A total of 630 adolescents played Silver and completed the assessments. Adolescents were significantly better at recognizing cognitive distortions at the pretest (mean 13.09, SD 4.08) compared to the posttest (mean 13.82, SD 5.09; t629=-4.00, P<.001). Furthermore, their cognitive distortions decreased significantly at the posttest (mean 38.73, SD 12.79) compared to the pretest (mean 41.43, SD 10.90; t629=7.98, P<.001). Participants also indicated that the game helped them recognize cognitive distortions. Many participants considered the game appealing (294/610, 48.2%) but boring (317/610, 52%) and preferred a more comprehensive game (299/610, 49%).

Conclusions: Findings from this study suggest that a serious game may be an effective tool for improving cognitive vulnerability in adolescents. The development of such a serious game, based on the prototype, is recommended. It may be an important and innovative tool for the universal prevention of mental health problems in adolescents. Future research on the effects of the game is warranted.

背景介绍青少年的心理健康至关重要。电子心理健康干预措施,尤其是严肃游戏,对青少年很有吸引力,并能对他们的心理健康产生有益的影响。严肃游戏旨在改善认知脆弱性(即信念或态度),而认知脆弱性可能导致个人出现心理健康问题,因此严肃游戏有助于预防青少年出现这些问题:本研究旨在评估名为 "银 "的严肃游戏原型的可行性:该严肃游戏的原型是通过以用户为中心的参与式设计开发出来的。银色 "原型侧重于严肃游戏中改善青少年认知脆弱性的一个方面,即认知扭曲的识别和鉴定。通过游戏,玩家需要识别角色的想法并将其分为有用或无用。在成功晋级到下一关卡后,任务变得更具挑战性,因为玩家还必须识别特定类型的认知扭曲。该游戏的评估采用了前测和后测的非对照设计,在为期一周的干预阶段,要求参与者进行游戏。在学校招募了 12-16 岁的参与者。所关注的结果是认知扭曲的识别和参与者认知扭曲的存在。此外,还对游戏的效果、内容和实用性进行了评估:共有 630 名青少年玩了《白银》游戏并完成了评估。在前测(平均 13.09,标准差 4.08)与后测(平均 13.82,标准差 5.09;t629=-4.00,PC结论)中,青少年识别认知扭曲的能力明显更强:本研究的结果表明,严肃游戏可能是改善青少年认知脆弱性的有效工具。建议根据原型开发这样一款严肃游戏。它可能是普遍预防青少年心理健康问题的重要创新工具。今后有必要对该游戏的效果进行研究。
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引用次数: 0
A Serious Game (MyDiabetic) to Support Children's Education in Type 1 Diabetes Mellitus: Iterative Participatory Co-Design and Feasibility Study. 支持儿童 1 型糖尿病教育的严肃游戏(MyDiabetic):迭代参与式共同设计和可行性研究。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-05-07 DOI: 10.2196/49478
Daniel Novak
<p><strong>Background: </strong>Serious games, which are gaming applications used for purposes beyond entertainment to educate users on, and address, specific issues, may present a timely approach to promote healthy diabetes management behaviors among children with type 1 diabetes mellitus (T1DM). The lasting benefits associated with these serious games encompass improved patient education; enhanced glycemic control; the reinforcement of bonds within the community of people with diabetes; the facilitation of meaningful dialogues with caregivers, especially within the familial setting; and a significant reduction in the economic burdens associated with subsequent complications.</p><p><strong>Objective: </strong>This paper primarily aims to provide a detailed overview of the iterative design process and the associated evaluation methods used in the development of the educational game. Furthermore, this study aims to enhance motivation for sustained and extended engagement with the game over time. The MyDiabetic game design aims to educate children on various aspects, including the connections among food, insulin, and physical activity. Furthermore, it seeks to impart knowledge related to the operation of a glucometer and an insulin pen, as well as more advanced technologies such as administering glucagon, measuring ketoacidosis, and continuous glucose monitoring.</p><p><strong>Methods: </strong>The co-design methodology was applied, involving interviews, design workshops, and prototype feedback sessions. A combination of several approaches, such as tailoring, observational learning, social and family support, decision-making practice, and reward systems, was used to support children's compliance. Moreover, incorporating the literature, guidelines, and current practices into the design ensured that the game was aligned with established health care pathways and included relevant information and best practices for diabetes management.</p><p><strong>Results: </strong>The game was tested on 32 children in 3 iterations. Positive responses were received from children who tested the game as well as their parents. The game was also presented to 5 schoolmates of children with T1DM who appreciated a better understanding of the disease and the opportunity to support their friends more efficiently in T1DM compensation. The involvement of children and clinicians in participatory co-design contributed to to the game's high acceptance. With regard to the game's impact on education, 1 week of testing revealed an enhancement in educational outcomes.</p><p><strong>Conclusions: </strong>The game is especially suitable for children newly diagnosed with T1DM because it acquaints them in a fun way with new terminology; for example, they can try to measure glycemia levels in an interactive way. The game also caters to children who still need to develop reading skills by including an audio guide. The guide ensures that children of all literacy levels can benefit from the g
背景:严肃游戏是一种超越娱乐目的的游戏应用程序,用于教育用户并解决特定问题,可能是促进 1 型糖尿病(T1DM)儿童健康糖尿病管理行为的一种及时方法。与这些严肃游戏相关的持久益处包括:改善患者教育;加强血糖控制;加强糖尿病患者社区内的联系;促进与护理人员进行有意义的对话,尤其是在家庭环境中;以及显著减少与后续并发症相关的经济负担:本文的主要目的是详细介绍教育游戏开发过程中的迭代设计过程和相关评估方法。此外,本研究还旨在提高长期持续参与游戏的积极性。我的糖尿病》游戏设计的目的是对儿童进行多方面的教育,包括食物、胰岛素和体育锻炼之间的联系。此外,它还试图传授与血糖仪和胰岛素笔的操作有关的知识,以及更先进的技术,如注射胰高血糖素、测量酮症酸中毒和连续血糖监测等:采用了共同设计方法,包括访谈、设计研讨会和原型反馈会议。综合运用了多种方法,如量身定制、观察学习、社会和家庭支持、决策实践和奖励制度等,以支持儿童的依从性。此外,将文献、指南和当前实践纳入设计中,确保游戏与既定的医疗保健途径保持一致,并包含糖尿病管理的相关信息和最佳实践:该游戏在 32 名儿童身上进行了 3 次反复测试。测试游戏的儿童及其家长都给予了积极的回应。此外,还向 5 名 T1DM 患儿的同学展示了该游戏,他们对该游戏有了更好的了解,并有机会在 T1DM 补偿方面更有效地支持他们的朋友。儿童和临床医生参与共同设计,使游戏获得了很高的接受度。至于游戏对教育的影响,为期一周的测试表明,游戏提高了教育效果:该游戏特别适合新诊断出患有 T1DM 的儿童,因为它能以有趣的方式让他们熟悉新术语;例如,他们可以尝试以互动的方式测量血糖水平。该游戏还通过音频指南来满足仍需提高阅读能力的儿童的需求。该指南确保不同识字水平的儿童都能从游戏的教育内容和互动体验中受益。该游戏可在 Google Play 和苹果应用商店下载。
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引用次数: 0
Views of Specialist Clinicians and People With Multiple Sclerosis on Upper Limb Impairment and the Potential Role of Virtual Reality in the Rehabilitation of the Upper Limb in Multiple Sclerosis: Focus Group Study. 专科医生和多发性硬化症患者对多发性硬化症患者上肢障碍和虚拟现实在上肢康复中的潜在作用的看法:焦点小组研究。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-04-26 DOI: 10.2196/51508
Amy Webster, Matthieu Poyade, Elaine Coulter, Lisa Forrest, Lorna Paul

Background: Finding enjoyable and effective long-term approaches to rehabilitation for improving the upper limb (UL) function of people with multiple sclerosis (MS) is challenging. Using virtual reality (VR) could be a solution to this challenge; however, there is a lack of reporting on the views of people with MS and clinicians on VR-based approaches and recommendations for games for rehabilitation.

Objective: This study aims to identify common UL problems and their related current therapeutic approaches for people with MS, and to explore the opinions of people with MS and specialist clinicians on VR and obtain suggestions for the development and design of VR games.

Methods: Separate focus groups were conducted with people with MS, recruited through the MS Society UK's research network, and clinicians, recruited through the MS Trust Therapists in MS network. A total of 10 people with MS (2 focus groups) and 8 clinicians (5 physiotherapists, 2 occupational therapists, and 1 MS nurse in 2 focus groups) were involved. The focus groups were recorded and transcriptions were analyzed using theme-based content analysis.

Results: People with MS commonly reported that their UL problems interfered with activities of daily living and resulted in the loss of meaningful hobbies such as writing. Many people with MS neglected UL exercise and found strategies for adapting to the UL impairments. Similarly, clinicians stated UL rehabilitation was neglected within their service and that it was challenging to find interesting treatment strategies. VR was suggested by both participant groups as a solution, as it was convenient for people with MS to access and it could provide a more engaging and disguised approach to exercise. There were shared concerns with cybersickness and disengagement with using VR approaches. Both groups agreed games should be meaningful and adaptable for users but suggested different VR activities, with clinicians suggesting games directly reflecting activities of daily living and people with MS suggesting more abstract activities.

Conclusions: VR was well received by both people with MS and clinicians for UL rehabilitation. Recommendations were made for the development of VR rehabilitation games which are personalized and customizable for the varying abilities of people with MS.

背景:为改善多发性硬化症(MS)患者的上肢(UL)功能而寻找愉快而有效的长期康复方法是一项挑战。使用虚拟现实(VR)可以解决这一难题;然而,目前还缺乏有关多发性硬化症患者和临床医生对基于 VR 的康复方法的看法以及对康复游戏的建议的报告:本研究旨在确定多发性硬化症患者常见的 UL 问题及其相关的当前治疗方法,并探讨多发性硬化症患者和专科临床医生对 VR 的看法,为 VR 游戏的开发和设计提供建议:通过英国多发性硬化症协会研究网络招募的多发性硬化症患者和通过多发性硬化症信托治疗师网络招募的临床医生分别进行了焦点小组讨论。共有 10 名多发性硬化症患者(2 个焦点小组)和 8 名临床医生(5 名物理治疗师、2 名职业治疗师和 1 名多发性硬化症护士,2 个焦点小组)参与其中。对焦点小组进行了记录,并采用主题内容分析法对记录进行了分析:结果:多发性硬化症患者普遍反映,他们的 UL 问题影响了日常生活活动,导致他们失去了写作等有意义的爱好。许多多发性硬化症患者忽视了 UL 锻炼,并找到了适应 UL 障碍的策略。同样,临床医生也表示,在他们的服务范围内,UL 康复被忽视了,而且找到有趣的治疗策略也很有挑战性。两个参与者小组都建议将 VR 作为一种解决方案,因为它方便多发性硬化症患者使用,而且可以提供一种更具参与性的变相运动方法。大家都对晕机和脱离 VR 方法表示担忧。两组人都认为游戏应该有意义并适合用户,但提出了不同的 VR 活动建议,临床医生建议直接反映日常生活活动的游戏,而多发性硬化症患者则建议更抽象的活动:结论:多发性硬化症患者和临床医生都非常欢迎将 VR 用于 UL 康复。结论:多发性硬化症患者和临床医生都非常认可 VR 在 UL 康复中的应用,并建议开发针对多发性硬化症患者不同能力的个性化定制 VR 康复游戏。
{"title":"Views of Specialist Clinicians and People With Multiple Sclerosis on Upper Limb Impairment and the Potential Role of Virtual Reality in the Rehabilitation of the Upper Limb in Multiple Sclerosis: Focus Group Study.","authors":"Amy Webster, Matthieu Poyade, Elaine Coulter, Lisa Forrest, Lorna Paul","doi":"10.2196/51508","DOIUrl":"10.2196/51508","url":null,"abstract":"<p><strong>Background: </strong>Finding enjoyable and effective long-term approaches to rehabilitation for improving the upper limb (UL) function of people with multiple sclerosis (MS) is challenging. Using virtual reality (VR) could be a solution to this challenge; however, there is a lack of reporting on the views of people with MS and clinicians on VR-based approaches and recommendations for games for rehabilitation.</p><p><strong>Objective: </strong>This study aims to identify common UL problems and their related current therapeutic approaches for people with MS, and to explore the opinions of people with MS and specialist clinicians on VR and obtain suggestions for the development and design of VR games.</p><p><strong>Methods: </strong>Separate focus groups were conducted with people with MS, recruited through the MS Society UK's research network, and clinicians, recruited through the MS Trust Therapists in MS network. A total of 10 people with MS (2 focus groups) and 8 clinicians (5 physiotherapists, 2 occupational therapists, and 1 MS nurse in 2 focus groups) were involved. The focus groups were recorded and transcriptions were analyzed using theme-based content analysis.</p><p><strong>Results: </strong>People with MS commonly reported that their UL problems interfered with activities of daily living and resulted in the loss of meaningful hobbies such as writing. Many people with MS neglected UL exercise and found strategies for adapting to the UL impairments. Similarly, clinicians stated UL rehabilitation was neglected within their service and that it was challenging to find interesting treatment strategies. VR was suggested by both participant groups as a solution, as it was convenient for people with MS to access and it could provide a more engaging and disguised approach to exercise. There were shared concerns with cybersickness and disengagement with using VR approaches. Both groups agreed games should be meaningful and adaptable for users but suggested different VR activities, with clinicians suggesting games directly reflecting activities of daily living and people with MS suggesting more abstract activities.</p><p><strong>Conclusions: </strong>VR was well received by both people with MS and clinicians for UL rehabilitation. Recommendations were made for the development of VR rehabilitation games which are personalized and customizable for the varying abilities of people with MS.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e51508"},"PeriodicalIF":4.0,"publicationDate":"2024-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11087863/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140857394","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study. 通过高强度间歇训练结合 Exergaming 探索上肢力量训练的设计:可用性研究。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-04-17 DOI: 10.2196/51730
Shu-Cheng Lin, Jing-Yu Lee, Yong Yang, Chu-Chun Fang, Hsiao-Lin Fang, Tien-Hung Hou
<p><strong>Background: </strong>High-intensity interval training (HIIT) has become a popular exercise strategy in modern society, with the Tabata training method being the most popular. In the past, these training methods were mostly done without equipment, but incorporating exergaming into the training may provide a new option for muscle training.</p><p><strong>Objectives: </strong>The aim of this study was to explore the differences in upper limb muscle activation using an HIIT program combined with exergaming.</p><p><strong>Methods: </strong>A total of 15 healthy male participants were recruited for the study, and the differences in muscle activation were compared between push-ups and exergaming (Nintendo Switch Ring Fit Adventure with the Ring-Con accessory) during HIIT. Prior to the tests, participants underwent pretests, including maximal voluntary contractions of various muscle groups, maximal push-up tests, and maximal movement tests using the exergaming device. The push-up and exergaming tests were conducted on separate days to avoid interference, with a warm-up period of 5 minutes on a treadmill before testing. Muscle activation in the lateral and anterior portions of the deltoid muscle, the sternal and clavicular heads of the pectoralis major muscle, and the latissimus dorsi muscle were measured during the maximal voluntary contractions and single-round tests for each exercise mode. A repeated measures ANOVA was used to assess the variations in muscle activation observed across the 2 distinct modes of exercise, specifically push-ups and exergaming.</p><p><strong>Results: </strong>In exergaming, the number of repetitions for push-ups was significantly fewer than for single-site exercises across both exhaustive (mean 23.13, SD 6.36 vs mean 55.67, SD 17.83; P=.001; effect size [ES]: 2.43) and single-round (mean 21.93, SD 7.67 vs mean 92.40, SD 20.47; P=.001; ES: 4.56) training. Heart rate differences were not significant (all P>.05), yet exergaming led to better muscle activation in specific muscle groups, particularly the right anterior deltoid (mean 48.00%, SD 7.66% vs mean 32.84%, SD 10.27%; P=.001; ES: 1.67) and right pectoralis major (sternal head: mean 38.99%, SD 9.98% vs mean 26.90%, SD 12.97%; P=.001; ES: 1.04; clavicular head: mean 43.54%, SD 9.59% vs mean 30.09%, SD 11.59%; P=.002; ES: 1.26) during exhaustive training. In single-round training, similar patterns were observed with the anterior deltoid (mean 51.37%, SD 11.76% vs mean 35.47%, SD 12.72%; P=.002; ES: 1.30) and pectoralis major (sternal head: mean 53.27%, SD 10.79% vs mean 31.56%, SD 16.92%; P=.001; ES: 1.53; clavicular head: mean 53.75%, SD 13.01% vs mean 37.95%, SD 14.67%; P=.006; ES: 1.14). These results suggest that exergaming may be more effective for targeted muscle activation.</p><p><strong>Conclusions: </strong>In conclusion, HIIT can increase muscle activation in the upper extremities and can be incorporated into exergaming strategies to provide a fun and eng
背景:高强度间歇训练(HIIT)已成为现代社会流行的锻炼策略,其中塔巴塔训练法最为流行。过去,这些训练方法大多是在没有器械的情况下进行的,但将外显子游戏融入训练中可能会为肌肉训练提供一种新的选择:本研究的目的是探讨结合外显子游戏的 HIIT 计划在上肢肌肉激活方面的差异:本研究共招募了15名健康男性参与者,比较了俯卧撑和外挂游戏(任天堂Switch环形健身器大冒险与Ring-Con配件)在HIIT过程中肌肉激活的差异。测试前,参与者进行了前测,包括各种肌群的最大自主收缩、最大俯卧撑测试和使用外游戏设备进行的最大运动测试。为避免干扰,俯卧撑测试和外部游戏测试在不同的日子进行,测试前在跑步机上进行 5 分钟的热身。在每种运动模式的最大自主收缩和单轮测试中,测量三角肌外侧和前部、胸大肌胸骨和锁骨头以及背阔肌的肌肉激活情况。采用重复测量方差分析来评估两种不同运动模式下肌肉激活的变化,特别是俯卧撑和发力游戏:结果:在外显子游戏中,俯卧撑的重复次数明显少于单点训练,无论是竭力训练(平均23.13次,标准差6.36次 vs 平均55.67次,标准差17.83次;P=.001;效应大小[ES]:2.43)还是单轮训练(平均21.93次,标准差7.67次 vs 平均92.40次,标准差20.47次;P=.001;ES:4.56)。心率差异不明显(均为 P>.05),但外显子游戏能更好地激活特定肌群的肌肉,尤其是右三角肌前部(平均 48.00%,SD 7.66% vs 平均 32.84%,SD 10.27%;P=.001;ES:1.67)和右胸大肌(胸骨头:平均 38.99%,SD 9.98% vs 平均 26.90%,SD 12.97%;P=.001;ES:1.04;锁骨头:平均 43.54%,SD 9.59% vs 平均 30.09%,SD 11.59%;P=.002;ES:1.26)。在单轮训练中,三角肌前肌(平均 51.37%,标定值 11.76% vs 平均 35.47%,标定值 12.72%;P=.002;ES:1.26)和胸大肌(平均 51.37%,标定值 11.76% vs 平均 35.47%,标定值 12.72%;P=.002;ES:1.26)也观察到类似的模式。30)和胸大肌(胸骨头:平均 53.27%,SD 10.79% vs 平均 31.56%,SD 16.92%;P=.001;ES:1.53;锁骨头:平均 53.75%,SD 13.01% vs 平均 37.95%,SD 14.67%;P=.006;ES:1.14)。这些结果表明,外部游戏可能对有针对性的肌肉激活更有效:总之,HIIT 可以提高上肢肌肉的活化程度,并可与外部游戏策略相结合,提供一种有趣且引人入胜的锻炼方式。
{"title":"Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study.","authors":"Shu-Cheng Lin, Jing-Yu Lee, Yong Yang, Chu-Chun Fang, Hsiao-Lin Fang, Tien-Hung Hou","doi":"10.2196/51730","DOIUrl":"https://doi.org/10.2196/51730","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;High-intensity interval training (HIIT) has become a popular exercise strategy in modern society, with the Tabata training method being the most popular. In the past, these training methods were mostly done without equipment, but incorporating exergaming into the training may provide a new option for muscle training.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objectives: &lt;/strong&gt;The aim of this study was to explore the differences in upper limb muscle activation using an HIIT program combined with exergaming.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;A total of 15 healthy male participants were recruited for the study, and the differences in muscle activation were compared between push-ups and exergaming (Nintendo Switch Ring Fit Adventure with the Ring-Con accessory) during HIIT. Prior to the tests, participants underwent pretests, including maximal voluntary contractions of various muscle groups, maximal push-up tests, and maximal movement tests using the exergaming device. The push-up and exergaming tests were conducted on separate days to avoid interference, with a warm-up period of 5 minutes on a treadmill before testing. Muscle activation in the lateral and anterior portions of the deltoid muscle, the sternal and clavicular heads of the pectoralis major muscle, and the latissimus dorsi muscle were measured during the maximal voluntary contractions and single-round tests for each exercise mode. A repeated measures ANOVA was used to assess the variations in muscle activation observed across the 2 distinct modes of exercise, specifically push-ups and exergaming.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;In exergaming, the number of repetitions for push-ups was significantly fewer than for single-site exercises across both exhaustive (mean 23.13, SD 6.36 vs mean 55.67, SD 17.83; P=.001; effect size [ES]: 2.43) and single-round (mean 21.93, SD 7.67 vs mean 92.40, SD 20.47; P=.001; ES: 4.56) training. Heart rate differences were not significant (all P&gt;.05), yet exergaming led to better muscle activation in specific muscle groups, particularly the right anterior deltoid (mean 48.00%, SD 7.66% vs mean 32.84%, SD 10.27%; P=.001; ES: 1.67) and right pectoralis major (sternal head: mean 38.99%, SD 9.98% vs mean 26.90%, SD 12.97%; P=.001; ES: 1.04; clavicular head: mean 43.54%, SD 9.59% vs mean 30.09%, SD 11.59%; P=.002; ES: 1.26) during exhaustive training. In single-round training, similar patterns were observed with the anterior deltoid (mean 51.37%, SD 11.76% vs mean 35.47%, SD 12.72%; P=.002; ES: 1.30) and pectoralis major (sternal head: mean 53.27%, SD 10.79% vs mean 31.56%, SD 16.92%; P=.001; ES: 1.53; clavicular head: mean 53.75%, SD 13.01% vs mean 37.95%, SD 14.67%; P=.006; ES: 1.14). These results suggest that exergaming may be more effective for targeted muscle activation.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;In conclusion, HIIT can increase muscle activation in the upper extremities and can be incorporated into exergaming strategies to provide a fun and eng","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e51730"},"PeriodicalIF":4.0,"publicationDate":"2024-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11040163/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140861384","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Using Virtual Reality in a Rehabilitation Program for Patients With Breast Cancer: Phenomenological Study. 在乳腺癌患者康复计划中使用虚拟现实技术:现象学研究
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-04-16 DOI: 10.2196/44025
Shih-Chung Wu, Chia-Wen Chuang, Wen-Chun Liao, Chung-Fang Li, Hsin-Hsin Shih

Background: Surgery is an essential treatment for early-stage breast cancer. However, various side effects of breast cancer surgery, such as arm dysfunction and lymphedema, remain causes for concern. Rehabilitation exercises to prevent such side effects should be initiated within 24 hours after surgery. Virtual reality (VR) can assist the process of rehabilitation; however, the feasibility of applying VR for rehabilitation must be explored, in addition to experiences of this application.

Objective: This study explored patients' attitudes toward and experiences of using VR for their rehabilitation to determine the feasibility of such VR use and to identify potential barriers.

Methods: A phenomenological qualitative study was conducted from September to December 2021. A total of 18 patients with breast cancer who had undergone surgical treatment were interviewed using open-ended questions. The Colaizzi 7-step procedure for phenomenological analysis was used for data analysis. To ensure high study reliability, this study followed previously reported quality criteria for trustworthiness.

Results: Three themes were identified: (1) VR was powerful in facilitating rehabilitation, (2) early and repetitive upper limb movements were an advantage of VR rehabilitation, and (3) extensive VR use had challenges to be overcome. Most of the interviewed patients reported positive experiences of using VR for rehabilitation. Specifically, VR helped these patients identify appropriate motion and angle limits while exercising; in other words, knowledge gained through VR can play a key role in the rehabilitation process. In addition, the patients reported that the use of VR provided them company, similar to when a physiotherapist is present. Finally, the gamified nature of the VR system seemed to make VR-based rehabilitation more engaging than traditional rehabilitation, particularly with respect to early rehabilitation; however, the high cost of VR equipment made VR-based rehabilitation difficult to implement at home.

Conclusions: The interviewed patients with breast cancer had positive experiences in using VR for rehabilitation. The high cost of both VR equipment and software development presents a challenge for applying VR-based rehabilitation.

背景:手术是早期乳腺癌的重要治疗手段。然而,乳腺癌手术的各种副作用,如手臂功能障碍和淋巴水肿,仍然令人担忧。应在术后 24 小时内开始进行康复锻炼,以防止出现此类副作用。虚拟现实(VR)可协助康复过程,但除了应用经验外,还必须探讨将 VR 应用于康复的可行性:本研究探讨了患者对使用 VR 进行康复的态度和经验,以确定使用 VR 的可行性,并找出潜在的障碍:方法:2021 年 9 月至 12 月进行了一项现象学定性研究。共有 18 名接受过手术治疗的乳腺癌患者接受了开放式问题访谈。采用科莱兹现象学分析七步法进行数据分析。为确保研究的高度可靠性,本研究遵循了之前报告的可信度质量标准:研究确定了三个主题(1) 虚拟现实技术在促进康复方面具有强大的作用;(2) 早期和重复性上肢运动是虚拟现实康复的优势;(3) 广泛使用虚拟现实技术需要克服一些挑战。大多数受访患者都报告了使用 VR 进行康复的积极体验。具体而言,VR 帮助这些患者在运动时确定适当的动作和角度限制;换句话说,通过 VR 获得的知识在康复过程中可以发挥关键作用。此外,患者还表示,VR 的使用为他们提供了陪伴,就像理疗师在场时一样。最后,VR 系统的游戏化特性似乎使基于 VR 的康复比传统康复更有吸引力,特别是在早期康复方面;然而,VR 设备的高昂成本使基于 VR 的康复难以在家中实施:结论:受访的乳腺癌患者在使用 VR 进行康复治疗方面有着积极的体验。结论:受访的乳腺癌患者在使用 VR 进行康复治疗方面有着积极的体验,但 VR 设备和软件开发的高昂成本对基于 VR 的康复治疗的应用构成了挑战。
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引用次数: 0
Impact of Virtual Reality-Based Group Activities on Activity Level and Well-Being Among Older Adults in Nursing Homes: Longitudinal Exploratory Study. 基于虚拟现实的小组活动对养老院老年人活动水平和幸福感的影响:纵向探索性研究
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-03-29 DOI: 10.2196/50796
Yijun Li, Carlotta Wilke, Irina Shiyanov, Beate Muschalla

Background: In addition to illness, inactivity is a risk factor for high mortality in nursing homes. Using innovative technology, such as virtual reality (VR), for meaningful group activities could provide new opportunities for solving this problem. VR interventions have already been approved as a promising method for enhancing the health of older adults.

Objective: In this study, we examined whether VR-based group activities can have a positive impact on activity level and group interaction among older adults living in nursing homes.

Methods: We conducted a longitudinal study and provided VR interventions as a group activity once a week for 4 consecutive weeks in nursing homes. Participants were recruited based on the experience of the nursing staff members and the natural decisions of the older adults. Within a virtual cottage, designed according to the needs of the target group, older adults were able to perform daily tasks that they were no longer able to do in real life, such as gardening and making pizza. Overall, 2 psychologists measured the psychosocial capacities, activities of daily life, and well-being before and after the interventions using standardized instruments.

Results: The results focus on a total of 84 older adults from 14 nursing homes who completed at least 3 VR interventions. The results indicate that several psychosocial capacities among the older adults improved, including adherence to regulations (P<.001; η²=0.122), flexibility (P<.001; η²=0.109), and group integration (P<.001; η²=0.141). Problems related to competence also showed a slight decrease (P=.04; η²=0.039). In addition, the VR intervention promoted their proactivity (P<.001; η²=0.104) and mobility (P=.04; η²=0.039). During the VR group intervention, older adults' well-being could be maintained at a high level. The results highlight the beneficial effects of VR intervention as a meaningful activity in nursing homes, showcasing the potential of VR applications in this setting.

Conclusions: This study provides a novel and naturalistic perspective, offering new insights into the use of VR in nursing homes. The VR intervention was well accepted and fulfilled the aim of enhancing capacity and well-being. It could be a meaningful group activity in nursing homes to improve social group interaction. To provide stronger evidence, randomized controlled trials are necessary.

背景:除了疾病之外,不活动也是养老院死亡率高的一个风险因素。利用虚拟现实(VR)等创新技术开展有意义的集体活动可以为解决这一问题提供新的机会。虚拟现实干预已被批准为一种很有前景的增强老年人健康的方法:在这项研究中,我们探讨了基于 VR 的团体活动是否能对居住在养老院的老年人的活动水平和团体互动产生积极影响:我们开展了一项纵向研究,在疗养院中连续 4 周每周提供一次 VR 干预小组活动。根据护理人员的经验和老年人的自然决定招募参与者。在根据目标群体需求设计的虚拟小屋中,老年人能够完成他们在现实生活中无法完成的日常任务,如园艺和制作披萨。总之,两名心理学家使用标准化工具测量了干预前后的社会心理能力、日常生活活动和幸福感:结果:14 家养老院的 84 名老年人至少完成了 3 次虚拟现实干预。结果表明,老年人的一些社会心理能力得到了提高,包括遵守规章制度(PC结论:这项研究提供了一种新颖的自然主义研究方法:这项研究提供了一个新颖、自然的视角,为在养老院使用虚拟现实技术提供了新的见解。虚拟现实干预措施得到了广泛接受,并达到了提高能力和幸福感的目的。它可以成为养老院中一项有意义的集体活动,改善社会群体互动。为了提供更有力的证据,有必要进行随机对照试验。
{"title":"Impact of Virtual Reality-Based Group Activities on Activity Level and Well-Being Among Older Adults in Nursing Homes: Longitudinal Exploratory Study.","authors":"Yijun Li, Carlotta Wilke, Irina Shiyanov, Beate Muschalla","doi":"10.2196/50796","DOIUrl":"10.2196/50796","url":null,"abstract":"<p><strong>Background: </strong>In addition to illness, inactivity is a risk factor for high mortality in nursing homes. Using innovative technology, such as virtual reality (VR), for meaningful group activities could provide new opportunities for solving this problem. VR interventions have already been approved as a promising method for enhancing the health of older adults.</p><p><strong>Objective: </strong>In this study, we examined whether VR-based group activities can have a positive impact on activity level and group interaction among older adults living in nursing homes.</p><p><strong>Methods: </strong>We conducted a longitudinal study and provided VR interventions as a group activity once a week for 4 consecutive weeks in nursing homes. Participants were recruited based on the experience of the nursing staff members and the natural decisions of the older adults. Within a virtual cottage, designed according to the needs of the target group, older adults were able to perform daily tasks that they were no longer able to do in real life, such as gardening and making pizza. Overall, 2 psychologists measured the psychosocial capacities, activities of daily life, and well-being before and after the interventions using standardized instruments.</p><p><strong>Results: </strong>The results focus on a total of 84 older adults from 14 nursing homes who completed at least 3 VR interventions. The results indicate that several psychosocial capacities among the older adults improved, including adherence to regulations (P<.001; η²=0.122), flexibility (P<.001; η²=0.109), and group integration (P<.001; η²=0.141). Problems related to competence also showed a slight decrease (P=.04; η²=0.039). In addition, the VR intervention promoted their proactivity (P<.001; η²=0.104) and mobility (P=.04; η²=0.039). During the VR group intervention, older adults' well-being could be maintained at a high level. The results highlight the beneficial effects of VR intervention as a meaningful activity in nursing homes, showcasing the potential of VR applications in this setting.</p><p><strong>Conclusions: </strong>This study provides a novel and naturalistic perspective, offering new insights into the use of VR in nursing homes. The VR intervention was well accepted and fulfilled the aim of enhancing capacity and well-being. It could be a meaningful group activity in nursing homes to improve social group interaction. To provide stronger evidence, randomized controlled trials are necessary.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e50796"},"PeriodicalIF":4.0,"publicationDate":"2024-03-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11015370/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140318336","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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JMIR Serious Games
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